My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
F2P score
Mediocre

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Musketeer Three Musketeers

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Musketeer Three Musketeers P.E.K.K.A

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Three Musketeers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Tornado

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

P.E.K.K.A

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Archers Three Musketeers Skeleton Army
Giant Snowball
Archers Musketeer Three Musketeers Skeleton Army
Zap
Archers Three Musketeers Skeleton Army
Barbarian Barrel
Archers Musketeer Three Musketeers Skeleton Army
The Log
Archers Musketeer Three Musketeers Skeleton Army
Earthquake
Archers Skeleton Army
Arrows
Archers Skeleton Army
Royal Delivery
Archers Musketeer Three Musketeers Skeleton Army P.E.K.K.A
Fireball
Archers Musketeer Three Musketeers Skeleton Army
Poison
Archers Musketeer Three Musketeers Skeleton Army
Lightning
Musketeer Three Musketeers
Rocket
Musketeer Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Skeleton Army Tornado P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Musketeer Three Musketeers

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Zap Archers Skeleton Army Tornado Musketeer P.E.K.K.A Three Musketeers

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

8 Mirror Zap Archers Skeleton Army

Attack Synergies 4 10

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Mirror Tornado P.E.K.K.A Archers Musketeer Three Musketeers
Archers
Zap P.E.K.K.A
Musketeer
Zap Mirror P.E.K.K.A
Three Musketeers
Zap Mirror Tornado
Mirror
Zap Musketeer Three Musketeers Skeleton Army Tornado
Skeleton Army
Mirror
Tornado
Zap P.E.K.K.A Three Musketeers Mirror
P.E.K.K.A
Zap Tornado Archers Musketeer

Defense Synergies 4 14

Zap
Mirror Archers Musketeer Three Musketeers Skeleton Army Tornado P.E.K.K.A
Archers
Zap Skeleton Army Tornado P.E.K.K.A
Musketeer
Zap Mirror Skeleton Army Tornado P.E.K.K.A
Three Musketeers
Zap Tornado
Mirror
Zap Skeleton Army Tornado Musketeer
Skeleton Army
Mirror Zap Archers Musketeer
Tornado
Mirror P.E.K.K.A Zap Archers Musketeer Three Musketeers
P.E.K.K.A
Tornado Zap Archers Musketeer

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Musketeer
Skeleton Army P.E.K.K.A Zap Musketeer Three Musketeers
Three Musketeers Skeleton Army Tornado P.E.K.K.A Archers Musketeer
Three Musketeers Skeleton Army P.E.K.K.A Musketeer
Skeleton Army Tornado P.E.K.K.A
Skeleton Army Tornado Zap Archers Musketeer
Musketeer Three Musketeers Tornado Zap Archers
Zap Musketeer P.E.K.K.A
Three Musketeers P.E.K.K.A Musketeer Skeleton Army Tornado
Skeleton Army Tornado Archers Musketeer
Archers Skeleton Army Zap Musketeer Tornado
Musketeer Three Musketeers Zap Archers Tornado
Skeleton Army P.E.K.K.A Zap Musketeer Three Musketeers
Three Musketeers Skeleton Army Zap Tornado P.E.K.K.A
Skeleton Army P.E.K.K.A Three Musketeers
Skeleton Army Tornado Zap Three Musketeers P.E.K.K.A
Three Musketeers Musketeer Skeleton Army Tornado P.E.K.K.A
Zap Archers Musketeer Three Musketeers Skeleton Army Tornado
Zap Tornado Archers Musketeer
P.E.K.K.A Musketeer Three Musketeers Tornado
Skeleton Army Archers Musketeer P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeleton Army Zap Archers P.E.K.K.A
Zap Archers Musketeer
Skeleton Army P.E.K.K.A Zap Musketeer
Skeleton Army P.E.K.K.A Zap Musketeer Tornado
P.E.K.K.A Musketeer Three Musketeers Skeleton Army
Zap Archers Musketeer Three Musketeers Tornado
Skeleton Army P.E.K.K.A Archers Musketeer
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Skeleton Army Tornado
P.E.K.K.A Musketeer Three Musketeers Skeleton Army
P.E.K.K.A Musketeer
Skeleton Army P.E.K.K.A Zap Tornado
Skeleton Army P.E.K.K.A Three Musketeers
Archers Musketeer Three Musketeers Skeleton Army
Skeleton Army Zap Archers Musketeer Three Musketeers Tornado P.E.K.K.A
Zap Archers Musketeer P.E.K.K.A

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Musketeer
Zap Musketeer Tornado
Musketeer
Zap
Zap Musketeer Tornado
Archers Musketeer Tornado
Zap Tornado
Zap Tornado
Musketeer Three Musketeers Tornado
Zap Musketeer Tornado
Zap Archers Musketeer Tornado
Musketeer Three Musketeers
Musketeer
Zap Musketeer
Zap Musketeer Three Musketeers
Musketeer Three Musketeers
Three Musketeers Tornado
Zap Archers Musketeer Three Musketeers
Zap Tornado
Musketeer
Tornado
Musketeer Tornado
Zap Musketeer
Zap Tornado
Zap Musketeer Tornado
Zap Musketeer Tornado
Zap Musketeer Tornado
Zap Archers Musketeer Tornado
Zap Musketeer
Zap Musketeer
Zap
P.E.K.K.A
Zap Archers Musketeer Skeleton Army
Zap Archers Musketeer Three Musketeers Tornado
Musketeer Three Musketeers
Zap Musketeer
Zap Tornado
Musketeer Three Musketeers P.E.K.K.A
Zap Musketeer Tornado
Zap Musketeer Tornado
Zap Musketeer Tornado

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